Correction: all the cool kids are forced to do it, because Win10 renderer issues.

CnCNet5 "support" is more biased than PPM ever was. Half of the backend of the Rampaclient is closed-source and if your mod isn't Mental Omega, DTA or TI, you will receive no support. If you're on Mac/Linux, you're on your own.

Without Starkku, a good amount of the cool YR mods couldn't even try CnCNet5 integration.

Compared to how the initial CnCNet5 premise claimed how mods would still be supported as much as they were, it's obviously not the case... CnCNet4 was much, much, muuuuuch more modder-friendly._________________
AS Discord server: https://discord.gg/7aM7Hm2QUICK_EDIT

Half of the backend of the Rampaclient is closed-source and if your mod isn't Mental Omega, DTA or TI, you will receive no support.

Aside from the updater, the client is 100% open-source. And the only reason why I haven't made the updater open-source as well is that I wrote it in my early teenage years so the code is too horrible to look at, and I haven't had time for re-writing it yet. That being said, the updater is in its own separate library and it's pretty simple, so it'd be easy to write your own.

There are other closed-source components in CnCNet which I can't make open-source, because they've been developed by other people (so calling the closed-source components "the backend of the Rampaclient", when it doesn't really have much to do with me, is rather misleading). The most important closed-source thing when it comes to pure modding is the YR spawner (the TS one is open-source).

Some CnCNet services (like the website, online stats and map-sharing) are closed-source as well, although they're not necessary for getting a mod to work when it comes to basic online play. As with the YR spawner, they're out of my control too.

Graion Dilach wrote:

Without Starkku, a good amount of the cool YR mods couldn't even try CnCNet5 integration.

As far as I can tell, Starkku has helped a lot of people in setting up the client. But there's nothing that'd prevent someone from picking up the client even without Starkku, assuming that they're ready to invest a few hours into learning how stuff works, just like Starkku has done. While there's not much documentation, there's plenty of examples in MO, CnCNet YR, DTA and TI on how everything works. In case you still can't figure something out, you can ask me or other client modders.

Graion Dilach wrote:

Compared to how the initial CnCNet5 premise claimed how mods would still be supported as much as they were, it's obviously not the case... CnCNet4 was much, much, muuuuuch more modder-friendly.

Assuming you're not trying to mod TD or RA1 (since FunkyFr3sh keeps all his stuff, like the TD/RA/TS clients and v3 tunnels, closed-source), mod support isn't much different with CnCNet 5 compared to CnCNet 4. CnCNet 5 with my client does take more effort to set up, but that's to be expected because it's also far more complex and feature-rich, being free from the limitations of the original games' LAN lobbies. Even with its closed-source services that are partially limited to the bigger mods, CnCNet 5 provides far more features for mods than CnCNet 4 ever did.

Graion Dilach wrote:

If you're on Mac/Linux, you're on your own.

This is actually true and not mostly bitter complaining. But that's only so because there are no Mac or Linux users actively working on the client. Some people have still managed to get the client to work on Linux though, and one guy also wrote instructions on how to get MO to work on Linux: https://hastebin.com/raw/metoqelewu

The client is based on MonoGame, so I think it should actually be relatively simple to get it running natively on Linux. It'd probably be done by now if the (relatively few) complainers did something about it instead of expecting me to adopt a whole different OS just for them._________________QUICK_EDIT

Assuming you're not trying to mod TD or RA1 (since FunkyFr3sh keeps all his stuff, like the TD/RA/TS clients and v3 tunnels, closed-source), mod support isn't much different with CnCNet 5 compared to CnCNet 4.

Even Funky's client, despite being proprietary, has support for mods. You just add two variables in the "cncnet5.ini" file under the "settings" section and off you go like the example below taken from the "Red Dawn" mod for RA1.

Ok I don't want to limit my self to just CnCNet. Is there any way I can play this with my friend? We both love RA2 and WW2 history so this is like the perfect mod to play, We NEED to play this!_________________Why does my Igloo smell like Cottage Cheese?

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot vote in polls in this forumYou cannot attach files in this forumYou can download files in this forum